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Forum > Suggestions > Epic Suggestions > pass velocity slider and individual tactic
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Originally posted by littlemac820
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bump bump and away!!!!!!!!!!!!!!!!!!!!!
 
n:iceman:16
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Everything should have sliders, imo.
 
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Originally posted by Iceman16
Everything should have sliders, imo.


I agree, this wasn't so much about the sliders(I just figured that was the new way things were going to be done) this was more about the QB AI idea I had
 
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Originally posted by jared
Originally posted by Iceman16

Everything should have sliders, imo.


I agree, this wasn't so much about the sliders(I just figured that was the new way things were going to be done) this was more about the QB AI idea I had


 
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butler312
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I agree that the QB shouldn't throw the ball with the same velocity every single time. However, I don't really like these sliders either. How a QB should throw a ball isn't based on how tightly the receiver is covered or the length of the pass, but where the defender is. If a corner is tight on the receiver but is behind him, a bullet pass will need to be thrown. If a corner is tight on a receiver but in front of him, a lob pass will need to be thrown. Similarly, a WR could be wide open and the QB wants to throw a bullet to get it to him quickly, while at the same time a WR could be wide open but there might be a linebacker or someone several yards in front of him that would intercept a bullet pass, while a touch pass would be an easy completion.

To address these problems though it would take a decent amount of work on the sim to make it much smarter, and the QB would have to be given the ability to make the decision himself, probably based on vision. That isn't near impossible to do, but would take a lot of work and testing to get it good.

BTW, Didn't read all the replies, just the first page.
 
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Originally posted by butler312
I agree that the QB shouldn't throw the ball with the same velocity every single time. However, I don't really like these sliders either. How a QB should throw a ball isn't based on how tightly the receiver is covered or the length of the pass, but where the defender is. If a corner is tight on the receiver but is behind him, a bullet pass will need to be thrown. If a corner is tight on a receiver but in front of him, a lob pass will need to be thrown. Similarly, a WR could be wide open and the QB wants to throw a bullet to get it to him quickly, while at the same time a WR could be wide open but there might be a linebacker or someone several yards in front of him that would intercept a bullet pass, while a touch pass would be an easy completion.

To address these problems though it would take a decent amount of work on the sim to make it much smarter, and the QB would have to be given the ability to make the decision himself, probably based on vision. That isn't near impossible to do, but would take a lot of work and testing to get it good.

BTW, Didn't read all the replies, just the first page.


I don't get what you're saying. to me coverage = defender location. so I don't really get you're arguement based on the examples given.
 
butler312
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Originally posted by jared
Originally posted by butler312

I agree that the QB shouldn't throw the ball with the same velocity every single time. However, I don't really like these sliders either. How a QB should throw a ball isn't based on how tightly the receiver is covered or the length of the pass, but where the defender is. If a corner is tight on the receiver but is behind him, a bullet pass will need to be thrown. If a corner is tight on a receiver but in front of him, a lob pass will need to be thrown. Similarly, a WR could be wide open and the QB wants to throw a bullet to get it to him quickly, while at the same time a WR could be wide open but there might be a linebacker or someone several yards in front of him that would intercept a bullet pass, while a touch pass would be an easy completion.

To address these problems though it would take a decent amount of work on the sim to make it much smarter, and the QB would have to be given the ability to make the decision himself, probably based on vision. That isn't near impossible to do, but would take a lot of work and testing to get it good.

BTW, Didn't read all the replies, just the first page.


I don't get what you're saying. to me coverage = defender location. so I don't really get you're arguement based on the examples given.


Your options are somewhat covered, well covered, and heavily covered. Being heavily covered really doesn't have much bearing on whether you need a touch pass or a lob pass. It is the position of these defenders. Do they need to be thrown over? Is the defender closing in so in needs to be a bullet or does the receiver need time to run under it? I can give you multiple examples of tight coverage where there needs to be a bullet and multiple examples of tight coverage that need lob passes.
 
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Originally posted by butler312
Originally posted by jared

Originally posted by butler312


I agree that the QB shouldn't throw the ball with the same velocity every single time. However, I don't really like these sliders either. How a QB should throw a ball isn't based on how tightly the receiver is covered or the length of the pass, but where the defender is. If a corner is tight on the receiver but is behind him, a bullet pass will need to be thrown. If a corner is tight on a receiver but in front of him, a lob pass will need to be thrown. Similarly, a WR could be wide open and the QB wants to throw a bullet to get it to him quickly, while at the same time a WR could be wide open but there might be a linebacker or someone several yards in front of him that would intercept a bullet pass, while a touch pass would be an easy completion.

To address these problems though it would take a decent amount of work on the sim to make it much smarter, and the QB would have to be given the ability to make the decision himself, probably based on vision. That isn't near impossible to do, but would take a lot of work and testing to get it good.

BTW, Didn't read all the replies, just the first page.


I don't get what you're saying. to me coverage = defender location. so I don't really get you're arguement based on the examples given.


Your options are somewhat covered, well covered, and heavily covered. Being heavily covered really doesn't have much bearing on whether you need a touch pass or a lob pass. It is the position of these defenders. Do they need to be thrown over? Is the defender closing in so in needs to be a bullet or does the receiver need time to run under it? I can give you multiple examples of tight coverage where there needs to be a bullet and multiple examples of tight coverage that need lob passes.


well then hos would you do it? were talking about a simulation, and although it can be incredibly specific, is has limitations, could you code every single circumstance that pinpoints the location of every defender then run it through a seperate position based AI tactic that formulates what type of pass situationally would be best. you can't have your cake and eat it too man. it has to be feasible.
 
MessorLord
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bamaplaya1
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why is it not epic yet?
 
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Originally posted by bamaplaya1
why is it not epic yet?


it doesn't have to be, it can still get people's attention.
 
nightstar289
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+EPIC

Like Butler312 said, you might want to change to wording a bit, but other than that

+EPIC
 
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